Capcom vs SNK 2/M. Bison: Difference between revisions

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I'll just list the info that is basic to his game, kind of like a list form. I'm sure someone else can polish this up better but it's better than nothing for now.
==Intro==
 
==Moves List==
1. His best groove is A groove, no doubt about it.  This is because he has a CC (Custom Combo) that can do from 8000-10000 damage. It is nicknamed "Paint the Fence" (or PTF for short) and requres consecutive fierce dragon punches in the corner
=Normal Moves=
 
=Special Moves=
2. You can only do this CC in the corner for the maximum amount of hits.
==The Basics==
 
=Bread And Butter Combos=
3. The ideal setups would be either cr.jab, cr.jab, cr.lk, lk scissor kick (charge back forward + lk), ACTIVATE (press fierce + roundhouse), s.lk(or s.lp, s.mp or s.fierce)
=Super Combos=
                                                  j.mp, mp, activate
==Custom Combos==
                                                  charge down + up, fierce, activate (it's called devil's reverse).
==Advance Strategy==
 
=Matchups=
4. There are two methods of doing this CC: the first is buffering, which is considered easier out of the two methods. What you do is you start to do the dragon punch + fierce, then you just keep on doing qcf (quarter circle i.e. fireball) motions WITHOUT going back to neutral. This is essential to the CC. You cannot let the stick (or pad) go back to the center. You must keep the stick going in the qcf motion in a certain rhythm and without moving to neutral.
 
5. His best pokes are cr.lp, cr,lk, cr.mk.
 
6. After knockdowns, you can do cr.RH, which is the slide that hits low.
It brings the distance to your opponent closer and you can get frame advantage from it if timed right. If your opponent tries to wake up with a normal (say a fierce punch or a short), they will lose to the cr.RH because it is meaty (meaning it was a normal that was timed to hit on the wake up of the opponent).
 
7. Try to use j.RH, j.lk, j.mk and j.mp whenever you can. Of course, do not randomly jump or else you can be uppercuted. j.RH can cross up as well as j.mk. It works better with chars that have a big body (like Honda, Blanka, Zangief, Sagat).

Revision as of 01:57, 5 March 2006

Intro

Moves List

Normal Moves

Special Moves

The Basics

Bread And Butter Combos

Super Combos

Custom Combos

Advance Strategy

Matchups